You set an alarm against unwanted intrusion. Choose a doora windowor an area within range that is no larger than a 20-foot cube. Until the spell endsan alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spellyou can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
For the durationyou sense the presence of magic within 30 feet of you. If you sense magic in this wayyou can use your action to see a faint aura around any visible creature or object in the area that bears magicand you learn its school of magicif any.
The spell can penetrate most barriersbut is blocked by 1 foot of stone1 inch of common metala thin sheet of leador 3 feet of wood or dirt.
You make yourselfincluding your clothingarmorweaponsand other belongings on your personlook different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thinfator in between. You can't change your body typeso you must adopt a form that has the same basic arrangement of limbs. Otherwisethe extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For exampleif you use this spell to add a hat to your outfitobjects pass through the hatand anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you arethe hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguiseda creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell endsyou deal an extra 1d6 damage to the target whenever you hit it with a weapon attackand you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell endsyou can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th levelyou can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higheryou can maintain your concentration on the spell for up to 24 hours.
You touch a creature. The target's speed increases by 10 feet until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higheryou can target one additional creature for each slot level above 1st.
A veil of shadows and silence radiates from youmasking you and your companions from detection. For the durationeach creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the ropean invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the spacemaking the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the extradimensional spacebut those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.